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Starcraft 2-Rifts

So I've got the nuts and bolts of a Starcraft 2 campaign mostly worked out. I was amazed how seamless it was once I started connecting the dots to applicable comparison classes and just started fudging some of the weapon rollouts.

So now I need a plot hook. A good one. And I want to allow a Protoss/Terran party.

Setting? Timeline is between the events of the Wings of Liberty campaign and the upcoming Heart of the Swarm campaign.

I was thinking, start by liberating some place from the remainder of Mengsk's control, investigate some Zerg infestation, Protoss come in to save the day, help out more of the planets inhabitants by taking one or two mercinary contracts until they can afford something that can fly. At which point they can hook up with a main Protoss fleet, participate in the cleansing of another Zerg Hive, and end the campaign with the party acquiring their own ship.

I'm just trying to keep it from being too derivitive. Too much like the current Starcraft campaigns and the like.

Any thoughts?

~~Courage is not the lack of fear~~

Originally Posted by gooddragon1

If the party wizard can't survive a supersonic dragon made of iron at epic levels it's his own fault really.

"In soviet dungeon, aboleth farms you!"
"Please consult your DM before administering Steve brand Aboleth Mucus.
Ask your DM if Aboleth Mucus is right for you.
Side effects include coughing, sneezing, and other flu like symptoms, cancer, breathing water like a fish, loss of dignity, loss of balance, loss of bowel and bladder control."

Re: Starcraft 2-Rifts

Maybe a Terran escort is being sent to mengsk when the crap hits the fan at the end of Wings of Liberty and they get sidetracked due to that crazy artifact. The Protoss side sent a ship to recover the artifact from Raynor and got sidetracked at the same time. Both ships are now near Auir(IIRC that's the new main zerg hive world, formerly the Protoss homeworld) and they have to work together or die horribly(may even die horribly if they do work together but you know)

On a related note, if you run this on the GiantitP boards, consider my interest posted

Re: Starcraft 2-Rifts

Originally Posted by Alejandro

Goliath Online.

Originally Posted by Karoht

Go ahead Tac-Com.

Acknowledged, H.Q.

Originally Posted by Red Fel, on quest rewards

"Is a stack of ten pancakes too many pancakes to give to the party, even if most of them fell on the floor and one or two were stepped on? I wanted to give my party pancakes as a reward but I'm unsure if it's too much. The pancakes are also laced with blowfish poison so the party would have to get an antitoxin before they could eat the ones which weren't pulverized by shoes."

I don't think anyone would want those pancakes even if you paid them to eat them.

Re: Starcraft 2-Rifts

I already have the Rifts books, and the ease of conversion I feel just lends itself well. For example, the stating of a SAMUS power armor is about what I want to give to a Marine/Reaper. There are variants of this suit that will work perfectly for Maurader/Firebat, and I already have ideas for the Ghost.

That, and I honestly do miss Rifts to a degree. So this might turn into an actual Rifts campaign at some point, or just be our primer for a real Rifts campaign.

Sadly, we won't be playing by post. This is for my weekly group, should our current storyline wrap up quickly, or if the DM needs a break.

"Need a light?"

Also, for the armor system, I'm going to use a combination of Hit Chance Mitigation, Damage Reduction, AND Hitpoints. It is one I used back when we used to play Rifts anyway, it works rather well. Especially since I probably won't be able to partner up the group with a decent Medic or two.

What I do want to do though, is give the player party a group of NPC's to command. Their orders would basically be comm chatter. And yes, they would recruit and pay for these mercs, or impress the heck out of some Protoss friends, etc. For the last big battle I want them to have 20-24 minions to control. 4-6 Protoss, the rest Terran. Not to mention the stuff they will salvage along the way, such as a brace of Goliaths and possibly even a Siege Tank, which will act as fire support.

To Do List:
-Work out Merc list.
-Stat up Goliaths, Siege Tanks.
-Stat up some Zealots, possibly a Dark Templar (non-playable?), and a High Templar (non-playable?). Maybe a Dragoon?
-Figure out some upgrade options for Marine, Firebat, Maurader, Ghost, Zealot.
-Stat up some Zerglings, Roaches, Hydralisks, Mutalisks, Banelings, Ultralisks, Infestors. Consider some custom Zerg/Protoss/Terran hybrid junk.

"Stat Up" also can mean "find a similar thing in one of the Rifts books."

"Wanna get invited to my next BBQ?"

I totally forgot about the artifacts as a possible hook. I kind of want to stay a bit away from Xel'Naga stuff, but Hybrids and the like are okay to mess around with. Some Artifact stuff is probably okay so long as it remains in the territory of MacGuffin or mission objective only.

Looking good so far.

~~Courage is not the lack of fear~~

Originally Posted by gooddragon1

If the party wizard can't survive a supersonic dragon made of iron at epic levels it's his own fault really.

"In soviet dungeon, aboleth farms you!"
"Please consult your DM before administering Steve brand Aboleth Mucus.
Ask your DM if Aboleth Mucus is right for you.
Side effects include coughing, sneezing, and other flu like symptoms, cancer, breathing water like a fish, loss of dignity, loss of balance, loss of bowel and bladder control."

Re: Starcraft 2-Rifts

Originally Posted by Karoht

I already have the Rifts books, and the ease of conversion I feel just lends itself well. For example, the stating of a SAMUS power armor is about what I want to give to a Marine/Reaper. There are variants of this suit that will work perfectly for Maurader/Firebat, and I already have ideas for the Ghost.

That, and I honestly do miss Rifts to a degree. So this might turn into an actual Rifts campaign at some point, or just be our primer for a real Rifts campaign.

Ah, ok then. It just looked a bit cross-eyed to me is all.

Yeah, I can see how it'd fit, though you'll definately have to do some re-jiggering of things to make it fit the environment. Slice out some of the more RIFTS specific stuff, or just refluff it as being something else.

Still, I think Alternity handled it fairly well.

And, drat, now I have the urge to play both Alternity and RIFTS.

It doesn't matter what game you're playing as long as you're having fun.

Re: Starcraft 2-Rifts

Basic Plot Outline, Spoilered for Length
Mercenaries or Mercs refers to the party.

Plot Arc Summary
Daxxis 3-Starting World

Spoiler

Show

-Mercenaries called in to quell a very minor uprising against Arcturas Mengsk on planet Daxxis 3. Protoss show up and inform the party that there is much more afoot on this world than meets the eye. They inform the party that a Zerg Hive cluster was found on an asteroid at the outer rim of the system, and the chance of Zerg infestation on this world is considered high.
-Mercs go back to their job, when a rioting mob is attacked by Zerg and infected. Protoss (party members?) intervene.
-Protoss + Mercs team up to track the Zerg. They locate an abandoned Terran base, and a very deep mine shaft. Inside are indeed more Zerg.
-More riots break out as infested continue to show up. Oddly, the infected seem to be appearing whenever there are riots or protests.
-Investigation of the mine shaft by the Protoss reveal a MASSIVE underground cavern, large enough to house a city. Sulphur and Phosphorous and CO and CO2 levels strongly indicate a Zerg presence. When confronted, the Governor is oddly evasive, dismisses the whole thing.
-The Terrans find an upper shaft which, if collapsed, would probably trigger a massive cave in. The kind that the Zerg are highly unlikely to survive. A mission to plant explosives is planned.
-In the mine are infested along with infested marines. Inside the mine is some kind of Boss Infestor. Multiple Terran chambers are found. A computer is located, with directives from the Govenor.
-Explosives planted, the cavern is remote detonated, creating a massive cave in. A 4 km diameter crater is all that remains.
-Acting on evidence found in the cavern, the Govenor is attacked by rioters, and the mercs assist in the overthrow.
-Before leaving orbit, the Protoss party members are instructed to remain with the Mercs.
Recruitment Note: Humans only.
Tech Options-Standard

Charnosti

Spoiler

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-On route to another sector, the party receives a distress signal from a Protoss transport bound for Charnosti. The party discover that they were attacked by (Confederate? UED? Imperial?) forces. They were boarded, many of the crew were shot, the survivors were locked in one of the holds for the last 4 days.
-They were headed to Charnosti, but no one can remember why. The only reason one would even know this is because the autopilot was set to go there.
-After some basic repairs (nothing really damaged, repairs go quick and easy) they are back underway with the group’s escort. There are some bizarre signs from these survivors. They become light sensitive after a few days. One of them turns up dead, ripped limb from limb.
-Upon landing on Charnosti, there is a small Protoss outpost. Mostly Clerical/Spiritual in nature. The Tal’Darim show up, and attack. It is later revealed that there are several Terazene wells, both around and under the outpost. With the assistance of some from the outpost, the Tal’Darim are driven back a second time.
-Immediately after the Tal’Darim are gone, 4 dead bodies are found, again, torn to pieces. This is inside one of the temples, which was untouched during the battle.
-It is revealed that there are infested among the outpost, from the transport. After facing a few infected Protoss (including a warped Archon), the picture becomes clear. The Terrans seeded the infestation among the Protoss refugees. Deeper probes of the memories of one of the refugees, seemingly resistant, remember the Terrans attacking and boarding, and a Woman with long black hair (Black Haired Woman).
-After clearing up the infestation via quarantine, a communication is placed to the Tal’Darim, asking to discuss the situation, as they may also have infested among them. The Tal’Darim agree to meet. The party is sent back on their way to their actual contract.
Recruitment Note-3 Protoss, one comes with a Sentinel
Tech Options-
-Small, personal force fields integrated into the suits. Creates a bubble around the person 10ft by 10ft. Stationary bubble. Lasts until turned off or X damage taken. 10 minute cooldown.
-Camouflage field-Lasts 1 minute, 60% Concealment while not moving, 30% while moving, 0% when attacking. This stacks with other relevant skills or bonuses. 10 minute cooldown.

Faruul

Spoiler

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-While passing through the Asteroid Belt of Faruul, the craft is attacked by Zerg and forced to put down on one of the rocks. After a series of short leaps and small amounts of flying (combat?) a Terran research facility is discovered. The mercs infiltrate the base, and spot a glimpse of the Black Haired Woman. They also overhear a conversation about a place called “The Riptide”
-They free the prisoners as part of a diversion. Zerg are everywhere, as are Protoss.
-During their escape, they are able to steal a heavy cruiser (not a battle cruiser but not a small ship either).
Recruitment Note-1 Protoss (Dark Templar), 2 Humans
Tech Options-
-Pulse Burst-Does Double Damage and Daze’s for 1 round. Daze renders target unable to shoot, melee’s with a 40% miss chance, and moves at 25% normal movement. 10 round cooldown.
-Blink-Ghost Only-Works with optic system. As ‘Blink’ as per normal. Range = ? Takes one action to Blink.
-Chronoboost-Double your number of actions for 1 round. Useable once per day.

The Rest

Spoiler

Show

Space
-The contract that the mercs were supposed to go to has long since cancelled. They’ve instead gone with another mercenary company called…
-Checking over the memory banks of the stolen ship, they discover that the Black Haired Woman has a name (Capt Nanci Jhator). She’s one of the first Spectres, and was part of a program called Project 8. Project 8 was how Spectre’s were stumbled onto. Namely by trying to forcibly link together many many psionic minds to create a hive network similar to the Zerg. Think psychic internet.
-“The Riptide” is apparently a planetoid that is in a stable orbit around a Black Hole. It’s also not far from a cluster of Protoss Forge Worlds. (Shakuras? Auir?) Operation Riptide is to stabilize the Black Hole into a wormhole, which will allow a major invasion fleet though. It is unclear as to where this force is to come from though. Could it be Xel’naga? Could it be the Tal’Darim? Could it be the Zerg? Could it be Terrans?
-Protoss contacts on board ship indicate that they could in fact get the ship into Protoss space through some clever use of Hyperspace Jump technology and a few other shenanigans.
Recruitment Note-Can recruit any number of humans which can be afforded. Can purchase another pair of Goliaths (pilots included). 2 more Protoss can be recruited now, both come with Sentinels.
Tech Note-
-Personal force fields are now moveable, take more damage, and regenerate X/round until Y damage inflicted or shutdown. Half cooldown.
-Camouflage fields now last twice as long, grant 80% chance while not moving, and 50% while moving, 10% while attacking (and 10% miss chance as a result). Half cooldown.
-Both Personal force field and camo field can now be integrated into the same suit, but both can not function at the same time.

The Riptide
-Mercs and crew have full layout and schematic of The Riptide base and surrounding area to work with.
-Attacked by fighter craft and Mutalisks until inside.
-Tal’Darim Carrier shows up to assist at some point.
-Black Haired Lady shows up.
-Equipment destroyed.
-Tal’Darim cleanse the site from orbit after the battle is over. The planetoid is mostly metal, making it easy to simply liquefy it. Mothership shows up and uses the Planet Cracker on it.

Epilogue
-The Tal’Darim are thankful enough to allow the mercs to leave with their lives. They will show them no ire, but will show no mercy or friendship should they ever cross paths again.
-The Protoss in the merc group offer to stay with the mercs.
-Black Haired Lady was killed in battle, but her body never recovered. And it was obvious that she had extremely potent regeneration. Her hand was found. Still Alive.

~~Courage is not the lack of fear~~

Originally Posted by gooddragon1

If the party wizard can't survive a supersonic dragon made of iron at epic levels it's his own fault really.

"In soviet dungeon, aboleth farms you!"
"Please consult your DM before administering Steve brand Aboleth Mucus.
Ask your DM if Aboleth Mucus is right for you.
Side effects include coughing, sneezing, and other flu like symptoms, cancer, breathing water like a fish, loss of dignity, loss of balance, loss of bowel and bladder control."

Re: Starcraft 2-Rifts

Update-Okay, after re-reading the Rifts books, I think I got a handle on things. I had to fix something though, namely the bonus attacks from any of the hand to hand schools. I'm ruling that it only applies to hand to hand attacks. Otherwise the Reapers were going to be running around with 2 pistols with easily 8 attacks per round.
I'm also going to rule that the +1 attack from boxing is also hand to hand only only.

Marine, Firebat, Marauder are all Coalition Soldier OCC's in non-flying SAMUS power armor. Firebat + Marauder each get 100 MDC extra to main body only. Reapers are the Crazy OCC (no psionics) in SAMUS power armor, Ghosts are Juicers in Coalition MDC armor. Might give said Ghosts a kinesis machine of their choice, or use the Psi-Juicer template from Juicer Uprising if I can find it before we start.

I also gave out some cool class features for each, mostly shooting based. And then invented some/borrowed from the main book some applicable upgrades. IE-The Firebat will thoroughly enjoy the Pre-Igniters for the twin flamethrowers which boost damage.

I'm pretty confident I can get everything done in 5 sessions, 4 if combats go quicker than I anticipate or if the party is really smart.

I find myself constantly trying to build everything in D20 terms though. Like I keep thinking reflex save instead of Roll with Punch. I've got a few questions related to that, but I'll re-read the books this weekend and ask said questions on monday if I can't find an answer.

Cheers.

~~Courage is not the lack of fear~~

Originally Posted by gooddragon1

If the party wizard can't survive a supersonic dragon made of iron at epic levels it's his own fault really.

"In soviet dungeon, aboleth farms you!"
"Please consult your DM before administering Steve brand Aboleth Mucus.
Ask your DM if Aboleth Mucus is right for you.
Side effects include coughing, sneezing, and other flu like symptoms, cancer, breathing water like a fish, loss of dignity, loss of balance, loss of bowel and bladder control."